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fix(mhfu-port): a ported PMO's clip is its largest scale component - #61
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…s MHFU's are The converter wrote 0, so the engine's sphere-frustum cull treated a port as a point just above its feet: the model vanished as soon as that point left the view, near the camera most of all. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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A ported monster no longer vanishes while it is still on screen.
max(ENTITY.RENDER_SCALE) × PMO.clip, the PMO header at +0x0C.scale.yabove the entity's position.mhfu-portwrote 0, so a port was culled as a point just above its feet. Near the camera, the whole model vanished while its back was still in frame.mesh.buildwritesmax(scale), which is 608.34 for the Zinogre. Only header bytes 0xC–0xF change; the four golden digests are updated for that.Live in lane 3: a 0.3-size Zinogre NPC at the same pose, moved toward the camera.
This applies to quest ports too. A port picks it up when it is re-injected (
mhfu-port inject).Tests:
mhfu-port,mhp-formatsand studio pass with both games' data, and pre-commit is clean.🤖 Generated with Claude Code